Additional Enchantments

Additional Enchantments

Mod

Adds new enchantments to the game

Client and server Game Mechanics

849 downloads
8 followers
Created5 months ago
Updated15 days ago

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FAQ

General

  • Duplicate keybinds work but only make sense if multiple player-configurable enchantments cannot be active at the same time
    • e.g. multiple bow-related enchantments or armor enchantments + main hand enchantments

Versions / Loaders

  • Fabric is not planned
  • Backports are not being considered at the moment

Known problems

  • The player transparency rendering of the Hunter enchantment has some issues with transparent blocks (e.g. water)

Configuration

  • All enchantments are configurable
  • There might be some enchantment-related extra configuration

Client

There is a configuration for the time the Ore Sight cache is kept (affects how quickly the lines appear or disappear)

There is also a configuration for the colors of to be rendered (and blocks to be grouped) - format: [<rarity>;<block>;<red>;<green>;<blue>]

  • rarity:
    • Affects the hotkey which can be used to only render certain rarities (and hide others)
    • It also affects the color chosen for the block - the config entry with the highest rarity will be tested first (and its color will be chosen)
    • This also means that if you define two rarities for the same block the color with the higher rarity will be displayed
  • block: Can be a block tag if it starts with # (e.g. #forge:ores/gold) or it can be a block (e.g. minecraft:ancient_debris)
  • red, green, blue: Colors to be used (between 0 and 255)

The server can prevent blocks from being rendered by adding said blocks to the blacklist (additional_enchantments:ore_sight_blacklist)

Enchantments

Enchantment Categories

  • Melee: Sword, Axe and Trident
  • Ranged: Bow and Crossbow
  • Ranged and Trident: Entries from Ranged and Tridents
    • Note that these are enchantments for projectiles, meaning for Tridents they only apply when thrown (and are therefor incompatible with the Riptide enchantment)
  • Digger: Vanilla category and contains things like pickaxes or shovels

Faster Attacks (Melee)

  • Default max. level: 4
  • Increases attack speed
  • Enchantment level increases the amount

Plague (Melee)

  • Default max. level: 6
  • Applies a poison effect to entities which deals magic damage
    • Also has a chance to spread to nearby targets (does not affect players or Tamable Animals owned by players)
    • Targets can be blacklisted with the tag additional_enchantments:plague_blacklist
  • Enchantment level increases the duration, damage, application chance and reduces the time between damage ticks
    • In addition, it also increases the chance and range for the spread
  • Not compatible with the Wither enchantment

Wither (Melee)

  • Default max. level: 6
  • Applies a wither effect to entities which deals wither damage
  • Enchantment level increases the duration, damage, application chance and reduces the time between damage ticks
  • Not compatible with the Poison enchantment

Confusion (Melee)

  • Default max. level: 5
  • Has a chance to cause the attacked target to retaliate against a randomly chosen nearby entity, dropping the attacker as a target
    • Targets can be blacklisted with the tag additional_enchantments:confusion_blacklist
  • Enchantment level increases the chance of this effect to occur and also the range to check against possible retaliation targets

Voiding (Digger)

  • Max. level: 1
  • Causes certain terrain blocks (specified by the tag additional_enchantments:voiding) to no longer drop their block as loot
    • Other loot added to these blocks is not affected (e.g. Flint from Gravel)
    • This behaviour can be enabled or disabled through the keybind (default being G)

Hydro Shock (Trident)

  • Default max. level: 5
  • Deal increased damage to targets on fire, in water, weak to water or if it is raining at the position
    • When the Trident is thrown it may cause a lightning bolt to occur at the target position
      • The lightning bolt itself will not damage the player, items or experience orbs
      • The fire will still damage the player - there is some safety to make items and experience orbs fire immune if the target dies within a second of getting hit by the lightning bolt
  • Enchantment level scales the damage multiplier and chance for the lightning bolt to occur

Explosive Tip (Ranged and Trident)

  • Default max. level: 4
  • Causes an explosion on impact (which does not damage the shooter, their allies, experience orbs or items)
  • Enchantment level increases explosion radius
  • It's possible to switch between two modes (NONE and BREAK (which breaks blocks)) with the keybind (default being J)

Homing (Ranged and Trident)

  • Default max. level: 4
  • Projectiles fly towards a chosen target
    • Targets can be blacklisted with the tag additional_enchantments:homing_blacklist (minecraft:villager and minecraft:iron_golem are added by default)
    • Invisible entities are only targeted if they're glowing (server-side (Perception is client-only))
  • Enchantment level increases the radius in which a target gets picked (+ it slightly increases velocity of the arrow)
  • It's possible to switch between various modes with the keybind (default being H)
    • Type: MONSTER, ANIMAL, BOSSES (forge:bosses), ANY and NONE (homing effect is not being applied)
    • Priority: (when Shift is also pressed): CLOSEST, LOWEST_HEALTH, HIGHEST_HEALTH and RANDOM

Straight Shot (Ranged and Trident)

  • Default max. level: 4
  • Disables gravity for shot projectiles and has a chance to hit Enderman
  • Enchantment level increases the chance to hit Enderman

Tipped (Ranged and Trident)

  • Default max. level: 4
  • Applies random effects to the arrow (and in turn to the target it hits)
  • Enchantment level increases the amount, amplifier and duration of the effects
  • It's possible to switch between effect categories (HARMFUL, BENEFICIAL and NEUTRAL (can apply all)) with the keybind (default being G)
    • Effects can be blacklisted with the tag additional_enchantmetns:tipped_blacklist

Shatter (Ranged)

  • Default max. level: 4
  • Allows the usage of Amethyst Shards as projectiles
    • There is a high chance for them to break on impact which will deal damage in an area (the projectile and area damage are Magic)
      • Targets can be blacklisted with the tag additional_enchantments:shatter_aoe_blacklist (minecraft:villager and minecraft:iron_golem are added by default)
  • Enchantment level increases the shatter area of effect and damage

Perception (Helmet)

  • Default max. level: 4
  • Outlines nearby entities and distinguishes them by color
    • DARK_PURPLE: forge:bosses, RED: Monsters, DARK_GREEN: Tamable Animals, GREEN: Animals, BLUE: Other
    • Items are colored depending on the color of their display name (GOLD if none is available)
  • Enchantment level increases the range
  • It's possible to switch between different modes (ALL, NO_ITEMS and NONE) with the keybind (default being U)
    • If Shift is pressed it will cycle through options for items, filtering them by rarity (COMMON, UNCOMMON, RARE, EPIC)
    • Entities can be blacklisted with the tag additional_enchantments:perception_blacklist
    • It's configurable whether invisible entities are outlined or not (true by default)

Ore Sight (Helmet)

  • Default max. level: 5
  • Outlines nearby ore blocks (even through walls) with different colors based on their rarity group
  • Enchantment level increases the range
  • It's possible to decide which outlines to display with the keybind (default being U)
  • Blocks can be blacklisted with the tag additional_enchantments:ore_sight_blacklist

Bracewalk (Legs)

  • Default max. level: 4
  • Reduces the effectiveness of knock back while also breaking certain blocks which slow you down (specified by the tag additional_enchantments:bracewalk) (e.g. Cobwebs)
  • Enchantment level scales the knock back reduction

Hunter (Boots)

  • Default max. level: 6
  • Causes you to become invisible (gaining hunter stacks) when you're walking on plant related blocks (or while you're inside them)
    • Once you walk outside of those blocks you will slowly start to become visible again (losing hunter stacks)
    • Becoming fully invisible will cause mobs to drop their focus on you, and they will no longer target you
    • Attacking while being fully invisible will deal a critical strike - this will use up all of your hunter stacks
    • The blocks are based on plant related material and the block tag additional_enchantments:hunter_relevant (e.g. flowers, crops or leaves)
  • Enchantment level increases the critical damage, the rate at which you gain hunter stacks and reduces the rate at which you lose them
    • It will also reduce the amount of stacks needed to be considered at full stacks

Misc


Project members

Cadentem

Member


Technical information

License
MIT
Client side
required
Server side
required
Project ID